Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <canvas id="scene"></canvas>
              
            
!

CSS

              
                body {
  margin: 0;
  overflow: hidden;
}
canvas {
  width:100vw;
  height:100vh;
}
              
            
!

JS

              
                console.clear();

// Get the canvas element from the DOM
const canvas = document.getElementById('scene');
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
// Store the 2D context
const ctx = canvas.getContext('2d');

if (window.devicePixelRatio > 1) {
  canvas.width = canvas.clientWidth * 2;
  canvas.height = canvas.clientHeight * 2;
  ctx.scale(2, 2);
}

function getTexture(emoji) {
  const tempCanvas = document.createElement("canvas");
  const tempCtx = tempCanvas.getContext("2d");
  tempCanvas.width = 60;
  tempCanvas.height = 60;
  tempCtx.textAlign = 'center';
  tempCtx.textBaseline = 'middle';
  tempCtx.font = '54px serif';
  tempCtx.fillText(emoji, 30, 35);
  return tempCanvas;
}
const textures = [getTexture('🦊'), getTexture('🦓'), getTexture('🐹'), getTexture('🐨')];

/* ====================== */
/* ====== VARIABLES ===== */
/* ====================== */
let width = canvas.offsetWidth; // Width of the canvas
let height = canvas.offsetHeight; // Height of the canvas
const dots = []; // Every dots in an array

/* ====================== */
/* ====== CONSTANTS ===== */
/* ====================== */
/* Some of those constants may change if the user resizes their screen but I still strongly believe they belong to the Constants part of the variables */
let DOTS_AMOUNT = Math.min(width, height); // Amount of dots on the screen
const DOT_RADIUS = 20; // Radius of the dots
let PROJECTION_CENTER_X = width / 2; // X center of the canvas HTML
let PROJECTION_CENTER_Y = height / 2; // Y center of the canvas HTML
let PERSPECTIVE = width * 0.8;
let GLOBE_RADIUS = Math.min(width, height) * 0.4;

class Dot {
  constructor() {
    this.theta = Math.random() * 2 * Math.PI; // Random value between [0, 2Pi]
    this.phi = Math.acos((Math.random() * 2) - 1); // Random value between [0, Pi]
    
    this.texture = textures[Math.floor(Math.random() * textures.length)];
    
    // Calculate the [x, y, z] coordinates of the dot along the globe
    this.x = 0;
    this.y = 0;
    this.z = 0;
    
    this.radius = Math.random() * (GLOBE_RADIUS * 0.2) + (GLOBE_RADIUS * 0.8);
    
    this.xProjected = 0;
    this.yProjected = 0;
    this.scaleProjected = 0;
    
    TweenMax.to(this, 40, {
      theta: this.theta + Math.PI * 2,
      repeat: -1,
      ease: Power0.easeNone
    });
  }
  // Do some math to project the 3D position into the 2D canvas
  project() {
    this.x = this.radius * Math.sin(this.phi) * Math.cos(this.theta);
    this.y = this.radius * Math.cos(this.phi);
    this.z = this.radius * Math.sin(this.phi) * Math.sin(this.theta) + this.radius;
    
    this.scaleProjected = PERSPECTIVE / (PERSPECTIVE + this.z);
    this.xProjected = (this.x * this.scaleProjected) + PROJECTION_CENTER_X;
    this.yProjected = (this.y * this.scaleProjected) + PROJECTION_CENTER_Y;
  }
  // Draw the dot on the canvas
  draw() {
    ctx.drawImage(this.texture, this.xProjected - DOT_RADIUS, this.yProjected - DOT_RADIUS, DOT_RADIUS * 2 * this.scaleProjected, DOT_RADIUS * 2 * this.scaleProjected)
  }
}

function createDots() {
  // Empty the array of dots
  dots.length = 0;
  
  // Create a new dot based on the amount needed
  for (let i = 0; i < DOTS_AMOUNT; i++) {
    // Create a new dot and push it into the array
    dots.push(new Dot());
  }
}

/* ====================== */
/* ======== RENDER ====== */
/* ====================== */
function render() {
  // Clear the scene
  ctx.clearRect(0, 0, width, height);
  
  // Loop through the dots array and project every dot
  for (var i = 0; i < dots.length; i++) {
    dots[i].project();
  }
  
  // Sort dots array based on their projected size
  dots.sort((dot1, dot2) => {
    return dot1.scaleProjected - dot2.scaleProjected;
  });
  
  // Loop through the dots array and draw every dot
  for (var i = 0; i < dots.length; i++) {
    dots[i].draw();
  }
  
  window.requestAnimationFrame(render);
}


// Function called after the user resized its screen
function afterResize () {
  width = canvas.offsetWidth;
  height = canvas.offsetHeight;
  if (window.devicePixelRatio > 1) {
    canvas.width = canvas.clientWidth * 2;
    canvas.height = canvas.clientHeight * 2;
    ctx.scale(2, 2);
  } else {
    canvas.width = width;
    canvas.height = height;
  }
  PROJECTION_CENTER_X = width / 2;
  PROJECTION_CENTER_Y = height / 2;
  PERSPECTIVE = width * 0.8;
  GLOBE_RADIUS = Math.min(width, height) * 0.4;
  DOTS_AMOUNT = Math.min(width, height);
  
  createDots(); // Reset all dots
}

// Variable used to store a timeout when user resized its screen
let resizeTimeout;
// Function called right after user resized its screen
function onResize () {
  // Clear the timeout variable
  resizeTimeout = window.clearTimeout(resizeTimeout);
  // Store a new timeout to avoid calling afterResize for every resize event
  resizeTimeout = window.setTimeout(afterResize, 500);
}
window.addEventListener('resize', onResize);

// Populate the dots array with random dots
createDots();

// Render the scene
window.requestAnimationFrame(render);
              
            
!
999px

Console